/* テスト */
#ifndef INCLUDED_OBJECT_TVALSVAL_H
#define INCLUDED_OBJECT_TVALSVAL_H


/*** Object "tval" and "sval" codes ***/

/*
 * PS: to regenerate the inside of an sval enum, do this:
 * $ grep --context 2 I:<TVAL> object.txt | grep ^[NI] |
 *   perl -pe 'y/[a-z]\- /[A-Z]__/' | perl -pe 's/(&_|~|')//g' | cut -d: -f3 |
 *   perl -00 -pe 's/([^\n]*)\n([^\n]*)\n/\tSV_\1\ =\ \2,\n/g'
 */

/*
 * The values for the "tval" field of various objects.
 *
 * This value is the primary means by which items are sorted in the
 * player inventory, followed by "sval" and "cost".
 *
 * Note that a "BOW" with tval = 19 and sval S = 10*N+P takes a missile
 * weapon with tval = 16+N, and does (xP) damage when so combined.  This
 * fact is not actually used in the source, but it kind of interesting.
 *
 * Note that as of 2.7.8, the "item flags" apply to all items, though
 * only armor and weapons and a few other items use any of these flags.
 */

#define TV_SKELETON      1	/* Skeletons ('s') */
#define TV_BOTTLE		 2	/* Empty bottles ('!') */
#define TV_JUNK          3	/* Sticks, Pottery, etc ('~') */
#define TV_SPIKE         5	/* Spikes ('~') */
#define TV_CHEST         7	/* Chests ('~') */
#define TV_SHOT			16	/* Ammo for slings */
#define TV_ARROW        17	/* Ammo for bows */
#define TV_BOLT         18	/* Ammo for x-bows */
#define TV_BOW          19	/* Slings/Bows/Xbows */
#define TV_DIGGING      20	/* Shovels/Picks */
#define TV_HAFTED       21	/* Priest Weapons */
#define TV_POLEARM      22	/* Axes and Pikes */
#define TV_SWORD        23	/* Edged Weapons */
#define TV_BOOTS        30	/* Boots */
#define TV_GLOVES       31	/* Gloves */
#define TV_HELM         32	/* Helms */
#define TV_CROWN        33	/* Crowns */
#define TV_SHIELD       34	/* Shields */
#define TV_CLOAK        35	/* Cloaks */
#define TV_SOFT_ARMOR   36	/* Soft Armor */
#define TV_HARD_ARMOR   37	/* Hard Armor */
#define TV_DRAG_ARMOR	38	/* Dragon Scale Mail */
#define TV_LITE         39	/* Lites (including Specials) */
#define TV_AMULET       40	/* Amulets (including Specials) */
#define TV_RING         45	/* Rings (including Specials) */
#define TV_STAFF        55
#define TV_WAND         65
#define TV_ROD          66
#define TV_SCROLL       70
#define TV_POTION       75
#define TV_FLASK        77
#define TV_FOOD         80
#define TV_MAGIC_BOOK   90
#define TV_PRAYER_BOOK  91
#define TV_GOLD         100	/* Gold can only be picked up by players */



/* The "sval" codes for TV_SHOT/TV_ARROW/TV_BOLT */
#define SV_AMMO_LIGHT		0	/* pebbles */
#define SV_AMMO_NORMAL		1	/* shots, arrows, bolts */
#define SV_AMMO_HEAVY		2	/* seeker arrows and bolts */
#define SV_AMMO_SILVER		3	/* silver arrows and bolts */

/* The "sval" codes for TV_BOW (note information in "sval") */
#define SV_SLING			2	/* (x2) */
#define SV_SHORT_BOW		12	/* (x2) */
#define SV_LONG_BOW			13	/* (x3) */
#define SV_LIGHT_XBOW		23	/* (x3) */
#define SV_HEAVY_XBOW		24	/* (x4) */

/* The sval codes for TV_LITE */
#define SV_LITE_TORCH		0
#define SV_LITE_LANTERN		1
#define SV_LITE_GALADRIEL	4
#define SV_LITE_ELENDIL		5
#define SV_LITE_THRAIN		6
#define SV_LITE_PALANTIR	7

/* Hacky defines */
#define SV_SCROLL_PHASE_DOOR			1
#define SV_SCROLL_WORD_OF_RECALL		29
#define SV_SCROLL_RUNE_OF_PROTECTION	38


enum sval_digging /* tval 20 */
{
	SV_SHOVEL = 1,
	SV_PICK = 2,
	SV_MATTOCK = 3
};

enum sval_hafted /* tval 21 */
{
	SV_WHIP = 1,
	SV_BALL_AND_CHAIN = 2,
	SV_MORNING_STAR = 3,
	SV_FLAIL = 4,
	SV_TWO_HANDED_GREAT_FLAIL = 5,
	SV_MACE = 10,
	SV_LEAD_FILLED_MACE = 11,
	SV_QUARTERSTAFF = 12,
	SV_WAR_HAMMER = 13,
	SV_MAUL = 14,
	SV_GREAT_HAMMER = 15,
	SV_MACE_OF_DISRUPTION = 20,
	SV_GROND = 50
};

enum sval_polearm /* tval 22 */
{
	SV_SPEAR = 1,
	SV_AWL_PIKE = 2,
	SV_TRIDENT = 3,
	SV_HALBERD = 4,
	SV_PIKE = 5,
	SV_BEAKED_AXE = 10,
	SV_BROAD_AXE = 11,
	SV_BATTLE_AXE = 12,
	SV_LOCHABER_AXE = 13,
	SV_GREAT_AXE = 14,
	SV_SCYTHE = 20,
	SV_GLAIVE = 21,
	SV_LANCE = 22,
	SV_SCYTHE_OF_SLICING = 23,
	SV_LUCERNE_HAMMER = 24
};

enum sval_sword /* tval 23 */
{
	SV_DAGGER = 1,
	SV_MAIN_GAUCHE = 2,
	SV_RAPIER = 3,
	SV_SHORT_SWORD = 4,
	SV_CUTLASS = 5,
	SV_TULWAR = 6,
	SV_SCIMITAR = 7,
	SV_LONG_SWORD = 8,
	SV_BROAD_SWORD = 9,
	SV_BASTARD_SWORD = 10,
	SV_KATANA = 11,
	SV_ZWEIHANDER = 12,
	SV_EXECUTIONERS_SWORD = 13,
	SV_BLADE_OF_CHAOS = 14
};

enum sval_boots /* tval 30 */
{
	SV_PAIR_OF_LEATHER_SANDALS = 1,
	SV_PAIR_OF_LEATHER_BOOTS = 2,
	SV_PAIR_OF_IRON_SHOD_BOOTS = 3,
	SV_PAIR_OF_STEEL_SHOD_BOOTS = 4,
	SV_PAIR_OF_MITHRIL_SHOD_BOOTS = 5,
	SV_PAIR_OF_ETHEREAL_SLIPPERS = 6
};

enum sval_gloves /* tval 31 */
{
	SV_SET_OF_LEATHER_GLOVES = 1,
	SV_SET_OF_GAUNTLETS = 2,
	SV_SET_OF_MITHRIL_GAUNTLETS = 3,
	SV_SET_OF_CAESTUS = 4,
	SV_SET_OF_ALCHEMISTS_GLOVES = 5
};

enum sval_helm /* tval 32 */
{
	SV_HARD_LEATHER_CAP = 2,
	SV_METAL_CAP = 3,
	SV_IRON_HELM = 5,
	SV_STEEL_HELM = 6
};

enum sval_crown /* tval 33 */
{
	SV_IRON_CROWN = 10,
	SV_GOLDEN_CROWN = 11,
	SV_JEWEL_ENCRUSTED_CROWN = 12,
	SV_MORGOTH = 50
};

enum sval_shield /* tval 34 */
{
/*	SV_BUCKLER = 1, */
	SV_WICKER_SHIELD = 2,
	SV_SMALL_METAL_SHIELD = 3,
	SV_LEATHER_SHIELD = 4,
	SV_LARGE_METAL_SHIELD = 5,
	SV_MITHRIL_SHIELD = 10
};

enum sval_cloak /* tval 35 */
{
	SV_CLOAK = 1,
	SV_FUR_CLOAK = 2,
	SV_ELVEN_CLOAK = 3,
	SV_ETHEREAL_CLOAK = 4
};

enum sval_soft_armour /* tval 36 */
{
	SV_ROBE = 2,
	SV_SOFT_LEATHER_ARMOUR = 4,
	SV_STUDDED_LEATHER_ARMOUR = 7,
	SV_HARD_LEATHER_ARMOUR = 6,
	SV_LEATHER_SCALE_MAIL = 11
};

enum sval_hard_armour /* tval 37 */
{
	SV_METAL_SCALE_MAIL = 1,
	SV_CHAIN_MAIL = 2,
	SV_AUGMENTED_CHAIN_MAIL = 3,
	SV_BAR_CHAIN_MAIL = 4,
	SV_METAL_BRIGANDINE_ARMOUR = 5,
	SV_PARTIAL_PLATE_ARMOUR = 6,
	SV_METAL_LAMELLAR_ARMOUR = 7,
	SV_FULL_PLATE_ARMOUR = 8,
	SV_RIBBED_PLATE_ARMOUR = 9,
	SV_MITHRIL_CHAIN_MAIL = 10,
	SV_MITHRIL_PLATE_MAIL = 11,
	SV_ADAMANTITE_PLATE_MAIL = 12
};

enum sval_dragon_armour /* tval 38 */
{
	SV_DRAGON_BLACK = 1,
	SV_DRAGON_BLUE	= 2,
	SV_DRAGON_WHITE = 3,
	SV_DRAGON_RED = 4,
	SV_DRAGON_GREEN = 5,
	SV_DRAGON_MULTIHUED = 6,
	SV_DRAGON_SHINING = 10,
	SV_DRAGON_LAW = 12,
	SV_DRAGON_BRONZE = 14,
	SV_DRAGON_GOLD = 16,
	SV_DRAGON_CHAOS = 18,
	SV_DRAGON_BALANCE = 20,
	SV_DRAGON_POWER = 30
};

enum sval_amulet /* tval 40 */
{
	SV_AMULET_WISDOM = 1,
	SV_AMULET_CHARISMA = 2,
	SV_AMULET_RESIST_LIGHTNING = 3,
	SV_AMULET_RESIST_ACID = 4,
	SV_AMULET_RESISTANCE = 5,
	SV_AMULET_SUSTENANCE = 6,
	SV_AMULET_THE_MAGI = 7,
	SV_AMULET_ESP = 8,
	SV_AMULET_DEVOTION = 9,
	SV_AMULET_WEAPONMASTERY = 10,
	SV_AMULET_TRICKERY = 11,
	SV_AMULET_REGENERATION = 15,
	SV_AMULET_INFRAVISION = 16,
	SV_AMULET_SEARCHING = 17,
	SV_AMULET_TELEPORTATION = 18,
	SV_AMULET_SLOW_DIGESTION = 19,
	SV_AMULET_ADORNMENT = 20,
	SV_AMULET_INERTIA = 21,
	SV_AMULET_CARLAMMAS = 50,
	SV_AMULET_INGWE = 51,
	SV_AMULET_DWARVES = 52,
	SV_AMULET_ELESSAR = 53,
	SV_AMULET_EVENSTAR = 54
};

enum sval_ring /* tval 45 */
{
	SV_RING_STRENGTH = 1,
	SV_RING_INTELLIGENCE = 2,
	SV_RING_DEXTERITY = 3,
	SV_RING_CONSTITUTION = 4,
	SV_RING_SPEED = 5,
	SV_RING_SEARCHING = 6,
	SV_RING_BODYKEEPING = 9,
	SV_RING_SOULKEEPING = 10,
	SV_RING_SUSTAIN_CHARISMA = 11,
	SV_RING_RESIST_POISON = 12,
	SV_RING_RESIST_FIRE = 13,
	SV_RING_RESIST_COLD = 14,
	SV_RING_LIGHT = 16,
	SV_RING_DARK = 17,
	SV_RING_FLAMES = 18,
	SV_RING_ACID = 19,
	SV_RING_ICE = 20,
	SV_RING_LIGHTNING = 21,
	SV_RING_DAMAGE = 23,
	SV_RING_ACCURACY = 24,
	SV_RING_SLAYING = 25,
	SV_RING_PROTECTION = 26,
	SV_RING_TELEPORTATION = 27,
	SV_RING_RECKLESS_ATTACKS = 28,
	SV_RING_OPEN_WOUNDS = 29,
	SV_RING_OF_ESCAPING = 30,
	SV_RING_OF_THE_MOUSE = 31,
	SV_RING_OF_THE_DOG = 32,
	SV_RING_SLOW_DIGESTION = 34,
	SV_RING_FEATHER_FALLING = 35,
	SV_RING_FREE_ACTION = 36,
	SV_RING_SEE_INVISIBLE = 37,
	SV_RING_DELVING = 38,

	/* Artifact rings */
	SV_RING_BARAHIR = 50,
	SV_RING_TULKAS = 51,
	SV_RING_NARYA = 52,
	SV_RING_NENYA = 53,
	SV_RING_VILYA = 54,
	SV_RING_POWER = 55
};

enum sval_food /* tval 80 */
{
	SV_FOOD_RATION = 1,
	SV_FOOD_SLIME_MOLD = 2,
	SV_FOOD_WAYBREAD = 3
};

enum sval_gold /* tval 100 */
{
	SV_GOLD_ANY = -1,
	SV_COPPER = 0,
	SV_SILVER = 1,
	SV_GARNETS = 2,
	SV_GOLD = 3,
	SV_OPALS = 4,
	SV_SAPPHIRES = 5,
	SV_RUBIES = 6,
	SV_DIAMONDS = 7,
	SV_EMERALDS = 8,
	SV_MITHRIL = 9,
	SV_ADAMANTITE = 10,

	SV_GOLD_MAX
};


/*
 * Special "sval" limit -- first "normal" food
 */
#define SV_FOOD_MIN_SHROOM   5

/*
 * Special "sval" limit -- first "large" chest
 */
#define SV_CHEST_MIN_LARGE	4

/*
 * Special "sval" limit -- first "good" magic/prayer book
 */
#define SV_BOOK_MIN_GOOD	4

/*
 * Special "sval" value -- unknown "sval"
 */
#define SV_UNKNOWN			255





#endif /* INCLUDED_OBJECT_TVALSVAL_H */
